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Monday, November 28, 2016

A bit of a tutorial

Hello, all. Surprised? I sure am. I promised to post something about the shrines early this week once I was less dying of exhaustion, and this is that.

Alright, the new female lizard model is up and working, as illustrated here and in every single other screenshot that I have for you today. 

In order to use the shrines, one must kneel before them and offer their prayers to the forest of the Winds. Doing so also heals the player completely, mana and health.


Doing so brings up this handy little screen here. You have two options from this point. 

You can use the shrine to upgrade your cards, as evidenced here. Each upgrade, as of now, only costs mana crystals, but I'm thinking that some of the stronger Unique cards would require other resources, possibly rare resources. But I digress. Let's choose Bastion of Ice.

What's this? It seems that the Bastion of Ice card can be upgraded again, and for free even... hmm. I suppose, why not?
The other option, Channel, allows you to dissolve your unwanted cards into their base mana crystals, effectively working as a store would. I decided that it would make more sense, thematically, to have you "sell" your unwanted cards at a shrine as the average resident of Goldwrath would have no use for something that can only be wielded by a shaman. 
A side note: the eagle-eyed viewers will notice that the new shrine static mesh does not have collision yet. I did not know this until the screenshot was taken. :p

Now, let's see, what is this Crown of Ice card? It seems fancy. I wonder what it could do...

I have become death!

I took wanted to share this screenshot with you because it is a momentous occasion for me. It is the first time that I actually got something to drop from one of those damn Vulpine Ritualists. I have notorious bad luck in getting things to drop, but since this was literally the first drop out of hundreds, I decided to double the drop rate... Maybe I'm just bitter?

I almost forgot this one. And thus, I leave you with a stubby lizard tail. :p


And that wraps this up. I shall post the weekly update, well, when it should be posted. Until then...


Lucas Cady
-Project Director

PS: I am rebuilding that dammed lighting as we speak. u.u








Friday, November 25, 2016

Pre-Alpha 1.31

 A Friday update on a Friday? I suppose up until this one, the Friday updates were really Thursday updates... but! Got another big-ish update near the bottom of the change log. Not too many new meshes were added this week. My mind is kinda blank at the moment, being in the middle of a six day work week. Never work retail on Black Friday.
To the change log!


Change log, 1.31


-Updated the grass texture... again
-Finished the last tiny updates to the Vulpine female mesh
-Iterated to the Vulpine male
-Added another section to the map
-Added the Soul Crystal node, has a random chance to drop the soul crystal item, along with Mana crystals.
-Squashed some bugs within the saving system


Items Added:


-Serrated Spear
-Juicy pear, potion item
-Soul Crystal, add permanent max mana


Cards Added:


-Fennoc Breath, direct upgrade of the Fennoc Fire card, essentially a flamethrower
-Bastion of Ice, an upgraded Wall of Ice card that slows enemies as well


Enemies Added:


-Vulpine Poisondrinker, an intermediate vulpine enemy that exhales a massive cloud of poison when combat begins


We have evolution!


Card evolution has been added to the game!
It is performed at the various shrines throughout the land and currently costs nothing! But it will, so don't get too attached to it. :p
Along with that, the shrines will provide another important function, they will be the place where you can channel your unwanted cards into mana crystals to spend on other things, like upgrading more cards!
Edit: Scratch that, upgrading costs mana crystals now! ;p




Upcoming:


I've only tentative plans for next week, but I should be able to make more progress than this week, seeing as how I will have almost a free week from the horrors of retail. Tentatively:
-Update the Male and Female Lizard Meshes
-Fill out the tier two upgrade trees of the first 6-ish cards, maybe get a tier three in there
-Work on some 2D widget art, most of it is just default UE4 stuff right now and it's rather ugly
-I would like to get a mini-explanation of the shrines up here, complete with pictures


That's all the important stuff that I tentatively feel will get done next week. As always, I leave you will some random-ass screen shots.

A pulled back view of the current map. As you can see, it needs some work, not just in size, but in smoothing the transitions between each map section.

The male Vulpine, complete for now! 
Along with a display of the random textures that I am currently using for card pictures. :p


Pellervoisen Lahja, an item that was added in a previous version of the game. It currently increases the player's max health by a percent, still needs testing. Also, the tentatively named Stumpy Steve in the background.


The Fennoc Breath spell card in use.


The first of several small shrines to be found outside of your own village. The wood walls and stone floor will be removed. I remembered those just now as I am typing this...


A massive mana crystal! They are scattered throughout the land, and, like all gathering, can be gathered without any tools. They, along with the crystals the land uses for currency, are the solidified form of the mana that flows through all life - even the soul is made from such mana.


And finally, a screenshot of the tutorial level. As you can see, the lighting needs to be rebuilt on it. :/
The things I only notice when I post screenshots.


-Lucas Cady

Project Director

Thursday, November 17, 2016

Whew. The change log is rather short this week, but the with the addition of the card system and some plans that I have finally made, I feel that it is a bit forgivable. Up first, the change log.




Change log, 1.30


-Cards have been implemented
-They still require testing, as does everything
-There are currently 6 cards available


-Pruned out-dated code
-Made a few larger changes to the map
-Dealt with the vast majority of ground tears
-Updated grass texture
-Implemented the first random encounter and the spawning logic for future such encounters
-Updated the base hut mesh a bit
-Changed resources and weapon types to enumerators to make future additions easier
-Updated the town upgrading system to make future iteration simpler


Items Added:


-Pellervoisen Lahja, a small, rare seed that permanently increases player health (either by a percentage or a flat amount, I have yet to decide)


Cards Added:


-Thunder Egg, a basic spell card, moves in random directions and does damage
-Wall of Ice, deals slow DoT and blocks movement
-Myrskyn Purema, an intermediate spell, dashes quickly in a line, damaging everything hit, one of the evolutions for the Thunder Egg card
-Fennoc Fire, a basic fire spell, burns quickly and intensely
-Healing Well, a aoe spell that heals allies within
-Hummingbird Sprite, the first summons spell, a small sprite follows the player and heals them periodically, currently not actually a hummingbird (and now it is!) :p


Enemies Added:


-Hummingbird Sprite, heals enemies in it's immediate vicinity
-capturable





Now that that is out of the way, I'd like to talk a bit about cards and my goals involving that. Currently, I have about seven card trees entirely planned out; the first six that I think I mentioned in the change log, and another that has yet to be made. My intention is that every single card in the game, baring fully upgraded cards, will be able to upgrade into at least two options. For example, the simple Wall of Ice card, available from near the start:

Wall of Ice
Bastion of Ice or Ice Nova
JääSilmä or Crown of Ice or Frozen Standard....................Flash Freeze or Frigid Guard

The simple Wall of Ice itself, can produce five separate cards once fully evolved from a: transform, to a buff, to a normal spell, to a summon. 
To me, magic has always been a huge part of any kind of fantasy game, and as such, I plan to have my magic as huge and intriguing and diverse as possible. From the JääSilmä, a transformation card that has the player morph into a massive, golem of solid ice to the cloak of scales buff that grants the player a flowing trail of iridescent scales, used in teleportation magic and distraction, to the Circle of Immortality AoE, which literally grants immortality to all those (friend and foe) within for the duration... Magic, to me, is magical and that's how I plan to implement it. 
That was part of how I wanted to improve upon the great design set forth by the Lost Kingdoms pair, ultimately, the pair fell short on making the player FEEL powerful, whether they were or not. The other big problem, one that my play tester bemused, often at length, was that the player was not directly involved in the game play. Sure, they played the cards, they summoned the monsters, but ultimately it was all the cards that did all the work - and that was something that I wanted changed. 
There are few that I've fleshed out enough to feel good about sharing them, but an example, in card form, is the Rockdancer's Descent card. The card is simple enough, the player leaps into the air, and drops down to the ground some distance ahead, but it scales itself based on the weapon that the player has equipped, dealing more damage if a spear is held. The card is designed to approach the enemy, to enter the fray so you can personally deal with them. It is also why I decided to make the capture mechanic come straight from melee damage - this way, if the player wishes to expand their deck simply and cheaply, they must risk themselves, enter melee range, and attack the enemies themselves. 
There is no wrong way to play the game, however, there will be options to play either as almost full caster or full melee/ ranged attacker. There will, and already are, cards that support multiple play styles. 
Enough blabbing for now, here's a couple screenshots for the end, as always.
The Hummingbird Sprite as it appears in the editor... I tried to take a proper screenshot of it in game, but it is rather small. I need to learn how to make gifs here soon, so I can show you all what the animations actually look like. 

I changed the intensity of the sun and thought that the horizon actually looked almost pretty. I like it quite a bit better now. A bit of side info: if you're curious why the character model is always of the female vulpine, it is because that is the only model that is currently good enough to be shown. The male vulpine and the lizards are all iterated from older models, with the female vulpine being the "parent"so to speak. 


Until next time, probably something sometime this week as I feel I will be adding things that are too exciting to wait on again. 

-Lucas Cady
Project Director

Edit: I have begun searching for a file hosting site through which to host the games... files? Yes. I am currently considering filedropper.com. Gotta do a bit of research, but that should be relatively soon.

Monday, November 14, 2016

Impatience!

I was going to wait until Friday, or late Thursday, to post the update, but I'm far too excited to wait on this part, at least. As I promised, I was going to look into card implementation... and I am happy to announce that I have been successful! There are currently only something like six cards, and they will all be explained along with the rest of the updates later, but here's a few screenshots of various bits of the card collection process.
Hmm, what could this be?

A card? That clearly states that it is mysterious and powerful? Count me in!

I see, that's what that annoying, kinda in-the-way widget was for!

This is so much easier than stabbing those bastards to death!

Mwaha! But wait... if I just blast them all into oblivion via this magical, mysterious egg of raw herculean power, it seems that they only drop these damn mushrooms that I can find anywhere...

I wonder if I stab them good and hard enough...

Ahha! Another card! What a lucky day!

Oh, some asshole hasn't programmed this yet... it's just an empty bit of card-stock. What a prick.


As you can see, most of the main functionality is up and running. I still need to code in the card leveling and evolution, but that shouldn't be too far away either. 

As is, additional cards can either be purchased or found or captured. Each enemy that you will encounter in the game will be capturable. Those Vulpine Ritualists will be simple enough, but once you start encountering things that require a few more than three stabs with your trusty monster-stabber, then you'll need to be more careful about it. Capturing, as my tiny tutorial above has shown, is done through melee attacking - only your melee attacking, transformations do not count. Any creature that is killed by your weapon will be captured into a card which you can use or  not, depending on how you feel. 

Well, now that my proverbial load has been blown early, I will see you all again on Friday for the changelog (now pre-alpha 1.30) and some more screenshots.




 -Lucas Cady
Project Director


Thursday, November 10, 2016

Hello to all those that have an interest at all! I am here to give you your weekly update on Project Myrsky, it's not quite Friday yet, but at least if I do it now, I can't forget tomorrow. It has technically gone through two small updates since my first post: from 1.2 to 1.21 and then to 1.22. That's only a technicality since our current play tester got a copy of the game AFTER I had posted my first post here. But!


Update Notes, 1.20 to 1.22


-Updated several world meshes
-Updated the tutorial map
-Added a widget that appears over the heads of interact-able NPC's
-Updated the drop charts for the Vulpine Cultist to include the items that are equipped on them
-The other foes will get similar treatment as soon as possible
-Updated the spear meshes to properly work with the current animation sets
-Updated the Kuutar Rockdancer's leap attack to properly display the particle effect and transport the Rockdancer to the player's location
-Nerfed the damage the Vulpine Cultist's fennoc fire does per second
-Added the "Warpaint" item class. Their main function is add survivability in the form of health or mana regen
-Added a description widget and simple descriptions to each of the current items
-Added the functionality to travel to different maps.
        -Currently the only map to be traveled to from the main over world is a small cave directly behind the player's house.
-Updated the female Vulpine mesh, hopefully for the last time
-Iteration to the male and other races should follow soon
-The lake and rivers south of the player start point can no longer be walked upon
-Added lily pads
-Updated attack speed animations for dagger and spears
-Added the throwing ax weapon class
-Lengthened the wait time for kneeling at shrines
-Fixed the barrier at the end of the tutorial as to no longer be traversable
-Lengthened the duration of the dialogue widgets all around
-Tutorial dialogue finally stops the player's movement as it should
-Fixed the chasm on the left side of the tutorial map that caused players to get stuck
-Added a simple explanation of the goal of the tutorial in a simple widget from the Elder at the top of the hill
-Fixed equipped item saving issues
-Pruned some out-of-date code
-Updated Vulpine Ritualist drop charts
-Changed several materials within the game to reflect how the material would actually deal with light in reality
-Updated the clothing class of equipment to include an inherent move speed bonus or penalty




Enemies Added:


-Added a new enemy class, the Crystalline Golem
-Added the Stumpy Steve enemy (name obviously pending change)
      -spawns minions, who, if alive once it dies, turn into consumables!
      -currently needs a bit of testing


Items Added:


-Dragon Bone Armor, dropped by the Vulpine Shamans
-Ritualist Red warpaint, dropped by the Vulpine Ritualists
-Deep Purple warpaint, to be dropped by Vulpine Shamans
-Blossoming Pink warpaint (currently unavailable, will be purchasable from Vulpine shops, however)
-Dagger of Crystallized Flame, dropped by the Crystalline Golem

-Added potions in the form of mushrooms, they currently heal about 15 health per use

Screenshots:

I figured I could also post a few more screen shots each week, or whenever the mood strikes me.

 The current design for the Kuutar village in the base age, along with a few new items.



A few screenshots from near the Vulpine village.


I figured since people would actually be seeing them now, I should do something that I had been putting off for a while. I re-did the eyes! They only come in blue for now, but the color will, of course, be choose-able at character creation.

These last two are a bit different. This is the current texture that is being used in our healing particle effects...


And this is texture that will be representing poisons! 

Both need a bit of updating, but the effects in game are infinitely more satisfying than the simple puffs that were there before.

This week:

     My plans for this week include, but are not limited to:

-Finally implementing the deck widgets into the game. As you have seen, the widgets for the hand are there, as is the choosing logic for the cards and dealing with the various effects that they can cause. 

-Adding eye-color functionality, not difficult, just tedious.

-Adding, at least one more creature type.

-Updating drop charts and adding more equipment to be dropped.

-Possibly re-implementing the shops that I had working in a previous version, but have since grown obsolete.


And that's all for the weekly.

-Lucas Cady
Project Director

Friday, November 4, 2016

Project Myrsky

Project Myrsky, as it is tentatively called, is the first of a hopefully long series of anthro-centric video games created and published by Clouds of Glass Games. As it stands, the plans for it are for it to become something of an sandbox, action adventure game centered on the continent of GoldWrath, which will bend to the choices and whims of the player, both intentional and non. 

The game will feature at least a dozen or so anthropomorphic races; from the humble mouse to the towering giraffe. Through game play, you will be able to interact and guide or destroy any given civilization that you come across; creating allies and enemies at your leisure. 

As the game progresses, the ages will as well. From your humble beginnings, you will guide your civilization from hovels to huts to homes. At the end of each era, the game will flash forward, transporting you to another time, now playing as your former character's descendant (who you will be able to redesign if you would like, of course.)

Ultimately, my team and I are hoping to create quality, anthro-centric games for those that enjoy such things, as we feel that the genre is a bit under-represented as of now. 

___


A bit about me:
My name is Lucas Cady, as I'm sure you can see on the side bar up there somewhere. My experiences in storytelling and game systems run deep. I started young, DMing for my group of friends and acquaintances (3.5, D&D, for those that care.) I was never given a respite from doing so, never once was I allowed to actually play within the system, so I learned to love changing and warping it however I liked. It was almost like playing a character. 
After high school, I took my love of storytelling and attempted to write a book. It did not end well. Failure to communicate between myself and my co-author at the time lead to it being rushed to production through some self publishing platform that I cannot recall the name of at the time of this writing. I did not write with him again. 
I had given up on anything related to that, life took me hither and thither, meeting my wife and being whisked away to the ancient, magical land of Finland before I knew what was happening. 
I thought my love for the craft was dead, but about a year and a half ago, amidst some turmoil, I found that spark once more. I began writing a new series of books (which may or may not ever get finished :p) centered in the land of Xeren, a land filled with only anthros. Through the course of writing this I developed a character that I loved very dearly, and a land from whence he/she once held inconceivable power - GoldWrath. 
Our story here, will begin several hundred years before the happenings within the series. From him/her the idea formed, the basis for the entire story for Project Myrsky. And, no, I'm not revealing who it is.
Before Project Myrsky, I had not once touched a 3D development tool, but that has, of course, changed.
Currently, I have been doing the lion's share of the work: modeling, animating, texturing, coding, world building; and as such I have quickly gained a moderate understanding of all of these fields. I generally work around six to eight hours a day on Project Myrsky on my days off from my tedious, menial minimum wage job. Most of the good, unique ideas come from my wife, however. :p

___

Project Myrsky Now:
I have dabbled with RPG maker and it's ilk before - this is not that. We are developing using Unreal Engine 4. All of the 3D models are being created using Blender, though we have plans to upgrade to Maya as soon as the funds for the studio become available. All textures and the like are made using Photoshop v.6. 
Most things within the game lack polish, as one could expect. Our technical build is still Pre-Alpha, as only about 20% of the wanted features have been programmed in. I've managed to get all the basics one would expect from an rpg: a working, robust inventory system, equipment systems, save systems, and combat systems. The systems used for upgrading your civilization or hindering your enemy's is also alive and well, along with a reputation tracker. We've got random drops, random spawns, and quests. 

___

Project Myrsky Then:
Some of you may have played a little, old game by the name of Lost Kingdoms, or its successor Lost Kingdoms 2. All of the magic within Project Myrsky will be handled through cards. We have currently planned for three genres of them:
Magic:harmful, benign, and helpful,
Summons,
and
Transformations.
The idea is to have them function similar to how they did in the aforementioned games, leveling up and transforming down different trees based on whatever you decide that you like better. And the best news about this is that the system itself is just a hop, skip, and a jump away from being finished - only a few widgets remain and it will be included. 
We would also like to add a followers system, one that can utilize real, living things and summons bound to you via your local shrine to the Wind. 
Mounts are also a must and their lack of inclusion has more to do with my inability to make a satisfactory mount model as of yet than anything difficult within the coding.
 I'm sure that I am forgetting something that I wish to be included, but my mind is not working as well as it could be as of now. 

___


I will update about this and that whenever the mood strikes or I design something that I would love to share. I will at least update once a week with a technical post, why not on Fridays? I leave you with a screen shot.

-Lucas Cady
Project Director

Time for Project Myrsky to step out of the closet!


It's been a while since I have touched Blender, been more focused on drawing.
Before picking up this project with my husband, I had never touched any 3D modeling programs, so it's rather demoralizing for me - all the failures and things to learn. Which led to me taking quite a long break from it.

But, today I have managed to work a little on 3D modelings, returning to the very first one I ever made, also the reason for my earlier mentioned break. Hoping that fixing this will give me back my drive, as it was also capable of stomping it.

As hoped, it made me feel much more successful, with some thinking and following lines from point A to point B, being able to see what should go where and what is irrelevant. Not perfect, but definitely better and hopefully will finally be able to join the other merry creatures already in the game.

I'm not sure how well I can make this fella work, but I see it as practice, if nothing more.

I'm rather passionate about animals, so what ever I will be making, will most likely be animal related (Good thing we are making a game all about animals, eh?) or just something I thought would be amusing to work on.

Well, that's... about it for now. 
On sunday or monday I will possibly upload some actual pictures of the game so far. 


                                     ~Z